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		<title>BScene</title>
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		<h1>BScene</h1>
		<p>Inherites from <a href="BObject.html">BObject</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BScene()">BScene</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BScene(const BString&)">BScene</a>(const BString& name);</td></tr>
			<tr><td align="right"></td><td><a href="#~BScene()">~BScene</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setOptimized(bool)">setOptimized</a>(bool optimized);</td></tr>
			<tr><td align="right">bool </td><td><a href="#optimized()">optimized</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#empty()">empty</a>() const;</td></tr>
			<tr><td align="right">const BSpace& </td><td><a href="#space()">space</a>() const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#insert(BShape*)">insert</a>(BShape* shape);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#remove(BShape*)">remove</a>(BShape* shape);</td></tr>
			<tr><td align="right">bool </td><td><a href="#contain(const BShape*)">contain</a>(const BShape* shape) const;</td></tr>
			<tr><td align="right">int </td><td><a href="#shapeCount()">shapeCount</a>() const;</td></tr>
			<tr><td align="right">BShape* </td><td><a href="#shape(int)">shape</a>(int index) const;</td></tr>
			<tr><td align="right">BShape* </td><td><a href="#shape(const BString&)">shape</a>(const BString& name) const;</td></tr>
			<tr><td align="right">BShape* </td><td><a href="#shapeOfAsset(const BValue&)">shapeOfAsset</a>(const BValue& asset) const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#shapesInSpace(const BSpace&, BShapeArray&)">shapesInSpace</a>(const BSpace& space, BShapeArray& shapes) const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#insert(BNode*)">insert</a>(BNode* node);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#remove(BNode*)">remove</a>(BNode* node);</td></tr>
			<tr><td align="right">bool </td><td><a href="#contain(const BNode*)">contain</a>(const BNode* node) const;</td></tr>
			<tr><td align="right">int </td><td><a href="#nodeCount()">nodeCount</a>() const;</td></tr>
			<tr><td align="right">BNode* </td><td><a href="#node(int)">node</a>(int index) const;</td></tr>
			<tr><td align="right">BNode* </td><td><a href="#node(const BString&)">node</a>(const BString& name) const;</td></tr>
			<tr><td align="right">BNode* </td><td><a href="#nodeOfAsset(const BValue&)">nodeOfAsset</a>(const BValue& asset) const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#nodesInSpace(const BSpace&, BNodeArray&)">nodesInSpace</a>(const BSpace& space, BNodeArray& nodes) const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#insert(BGroup*)">insert</a>(BGroup* group);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#remove(BGroup*)">remove</a>(BGroup* group);</td></tr>
			<tr><td align="right">bool </td><td><a href="#contain(const BGroup*)">contain</a>(const BGroup* group) const;</td></tr>
			<tr><td align="right">int </td><td><a href="#groupCount()">groupCount</a>() const;</td></tr>
			<tr><td align="right">BGroup* </td><td><a href="#group(int)">group</a>(int index) const;</td></tr>
			<tr><td align="right">BGroup* </td><td><a href="#group(const BString&)">group</a>(const BString& name) const;</td></tr>
			<tr><td align="right">BGroup* </td><td><a href="#groupOfAsset(const BValue&)">groupOfAsset</a>(const BValue& asset) const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#insert(BConstraint*)">insert</a>(BConstraint* constraint);</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#remove(BConstraint*)">remove</a>(BConstraint* constraint);</td></tr>
			<tr><td align="right">bool </td><td><a href="#contain(const BConstraint*)">contain</a>(const BConstraint* constraint);</td></tr>
			<tr><td align="right">int </td><td><a href="#constraintCount()">constraintCount</a>() const;</td></tr>
			<tr><td align="right">BConstraint* </td><td><a href="#constraint(int)">constraint</a>(int index) const;</td></tr>
			<tr><td align="right">BConstraint* </td><td><a href="#constraint(const BString&)">constraint</a>(const BString& name) const;</td></tr>
			<tr><td align="right">BConstraint* </td><td><a href="#constraintOfAsset(const BValue&)">constraintOfAsset</a>(const BValue& asset) const;</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#clearGroups()">clearGroups</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#clearShapes()">clearShapes</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#clearNodes()">clearNodes</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#clear()">clear</a>();</td></tr>
			<tr><td align="right">int </td><td><a href="#lightCount()">lightCount</a>() const;</td></tr>
			<tr><td align="right">BLight* </td><td><a href="#light(int)">light</a>(int index) const;</td></tr>
			<tr><td align="right">BLight* </td><td><a href="#light(const BString&)">light</a>(const BString& name) const;</td></tr>
			<tr><td align="right">BLight* </td><td><a href="#lightOfAsset(const BValue&)">lightOfAsset</a>(const BValue& asset) const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#lightsInSpace(const BSpace&, BLightArray&)">lightsInSpace</a>(const BSpace& space, BLightArray& lights) const;</td></tr>
			<tr><td align="right">int </td><td><a href="#cameraCount()">cameraCount</a>() const;</td></tr>
			<tr><td align="right">BCamera* </td><td><a href="#camera(int)">camera</a>(int index) const;</td></tr>
			<tr><td align="right">BCamera* </td><td><a href="#camera(const BString&)">camera</a>(const BString& name) const;</td></tr>
			<tr><td align="right">BCamera* </td><td><a href="#cameraOfAsset(const BValue&)">cameraOfAsset</a>(const BValue& asset) const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#camerasInSpace(const BSpace&, BCameraArray&)">camerasInSpace</a>(const BSpace& space, BCameraArray& cameras) const;</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"><tr><td align="right">virtual void </td><td><a href="#update(BReal)">update</a>(BReal time);</td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description : </h2>
		</div>
		<h2 id="docs">Member Documentation</h2>
		<div id="BScene()">
			<h3>BScene();</h3>
		</div>
		<div id="BScene(const BString&)">
			<h3>BScene(const BString& name);</h3>
		</div>
		<div id="~BScene()">
			<h3>~BScene();</h3>
		</div>
		<div id="setOptimized(bool)">
			<h3>void setOptimized(bool optimized);</h3>
		</div>
		<div id="optimized()">
			<h3>bool optimized() const;</h3>
		</div>
		<div id="empty()">
			<h3>bool empty() const;</h3>
		</div>
		<div id="space()">
			<h3>const BSpace& space() const;</h3>
		</div>
		<div id="insert(BShape*)">
			<h3>virtual bool insert(BShape* shape);</h3>
		</div>
		<div id="remove(BShape*)">
			<h3>virtual bool remove(BShape* shape);</h3>
		</div>
		<div id="contain(const BShape*)">
			<h3>bool contain(const BShape* shape) const;</h3>
		</div>
		<div id="shapeCount()">
			<h3>int shapeCount() const;</h3>
		</div>
		<div id="shape(int)">
			<h3>BShape* shape(int index) const;</h3>
		</div>
		<div id="shape(const BString&)">
			<h3>BShape* shape(const BString& name) const;</h3>
		</div>
		<div id="shapeOfAsset(const BValue&)">
			<h3>BShape* shapeOfAsset(const BValue& asset) const;</h3>
		</div>
		<div id="shapesInSpace(const BSpace&, BShapeArray&)">
			<h3>bool shapesInSpace(const BSpace& space, BShapeArray& shapes) const;</h3>
		</div>
		<div id="insert(BNode*)">
			<h3>virtual bool insert(BNode* node);</h3>
		</div>
		<div id="remove(BNode*)">
			<h3>virtual bool remove(BNode* node);</h3>
		</div>
		<div id="contain(const BNode*)">
			<h3>bool contain(const BNode* node) const;</h3>
		</div>
		<div id="nodeCount()">
			<h3>int nodeCount() const;</h3>
		</div>
		<div id="node(int)">
			<h3>BNode* node(int index) const;</h3>
		</div>
		<div id="node(const BString&)">
			<h3>BNode* node(const BString& name) const;</h3>
		</div>
		<div id="nodeOfAsset(const BValue&)">
			<h3>BNode* nodeOfAsset(const BValue& asset) const;</h3>
		</div>
		<div id="nodesInSpace(const BSpace&, BNodeArray&)">
			<h3>bool nodesInSpace(const BSpace& space, BNodeArray& nodes) const;</h3>
		</div>
		<div id="insert(BGroup*)">
			<h3>virtual bool insert(BGroup* group);</h3>
		</div>
		<div id="remove(BGroup*)">
			<h3>virtual bool remove(BGroup* group);</h3>
		</div>
		<div id="contain(const BGroup*)">
			<h3>bool contain(const BGroup* group) const;</h3>
		</div>
		<div id="groupCount()">
			<h3>int groupCount() const;</h3>
		</div>
		<div id="group(int)">
			<h3>BGroup* group(int index) const;</h3>
		</div>
		<div id="group(const BString&)">
			<h3>BGroup* group(const BString& name) const;</h3>
		</div>
		<div id="groupOfAsset(const BValue&)">
			<h3>BGroup* groupOfAsset(const BValue& asset) const;</h3>
		</div>
		<div id="insert(BConstraint*)">
			<h3>virtual bool insert(BConstraint* constraint);</h3>
		</div>
		<div id="remove(BConstraint*)">
			<h3>virtual bool remove(BConstraint* constraint);</h3>
		</div>
		<div id="contain(const BConstraint*)">
			<h3>bool contain(const BConstraint* constraint);</h3>
		</div>
		<div id="constraintCount()">
			<h3>int constraintCount() const;</h3>
		</div>
		<div id="constraint(int)">
			<h3>BConstraint* constraint(int index) const;</h3>
		</div>
		<div id="constraint(const BString&)">
			<h3>BConstraint* constraint(const BString& name) const;</h3>
		</div>
		<div id="constraintOfAsset(const BValue&)">
			<h3>BConstraint* constraintOfAsset(const BValue& asset) const;</h3>
		</div>
		<div id="clearGroups()">
			<h3>virtual void clearGroups();</h3>
		</div>
		<div id="clearShapes()">
			<h3>virtual void clearShapes();</h3>
		</div>
		<div id="clearNodes()">
			<h3>virtual void clearNodes();</h3>
		</div>
		<div id="clear()">
			<h3>virtual void clear();</h3>
		</div>
		<div id="lightCount()">
			<h3>int lightCount() const;</h3>
		</div>
		<div id="light(int)">
			<h3>BLight* light(int index) const;</h3>
		</div>
		<div id="light(const BString&)">
			<h3>BLight* light(const BString& name) const;</h3>
		</div>
		<div id="lightOfAsset(const BValue&)">
			<h3>BLight* lightOfAsset(const BValue& asset) const;</h3>
		</div>
		<div id="lightsInSpace(const BSpace&, BLightArray&)">
			<h3>bool lightsInSpace(const BSpace& space, BLightArray& lights) const;</h3>
		</div>
		<div id="cameraCount()">
			<h3>int cameraCount() const;</h3>
		</div>
		<div id="camera(int)">
			<h3>BCamera* camera(int index) const;</h3>
		</div>
		<div id="camera(const BString&)">
			<h3>BCamera* camera(const BString& name) const;</h3>
		</div>
		<div id="cameraOfAsset(const BValue&)">
			<h3>BCamera* cameraOfAsset(const BValue& asset) const;</h3>
		</div>
		<div id="camerasInSpace(const BSpace&, BCameraArray&)">
			<h3>bool camerasInSpace(const BSpace& space, BCameraArray& cameras) const;</h3>
		</div>
		<div id="query(const BString&, BValue&)">
			<h3>virtual bool query(const BString& text, BValue& value) const;</h3>
		</div>
		<div id="update(BReal)">
			<h3 id="update(BReal)">virtual void update(BReal time);</h3>
		</div>
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